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3 Commits

Author SHA1 Message Date
1757fc4b96 Added rect draw api
Added some new maths types
Updated shaders to use new D_Rect structure
Added rect buffers to frames
Misc cleanup
2025-10-05 14:27:05 +01:00
3b8c50a361 Added camera
Moved some math types
Added some more vector types
Did the camera matrix calulations
Updated shaders to take push constants
2025-10-05 02:40:59 +01:00
2c67896cf2 Made navmesh compile on Windows
Small updates to remove warnings
Testing nonuniform descriptor access in shader
2025-10-05 01:31:39 +01:00
22 changed files with 23275 additions and 22667 deletions

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@@ -1,2 +1,3 @@
#include "impl/arena.c"
#include "impl/string.c"
#include "impl/math.c"

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@@ -6,5 +6,6 @@
#include "macros.h"
#include "arena.h"
#include "string.h"
#include "math.h"
#endif // LD_CORE_CORE_H_

163
code/core/impl/math.c Normal file
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@@ -0,0 +1,163 @@
V2f V2F(F32 x, F32 y) {
V2f result = { x, y };
return result;
}
V3f V3F(F32 x, F32 y, F32 z) {
V3f result = { x, y, z };
return result;
}
V4f V4F(F32 x, F32 y, F32 z, F32 w) {
V4f result = { x, y, z, w };
return result;
}
R2f R2F(V2f min, V2f max) {
R2f result = { min, max };
return result;
}
V3f V3f_Neg(V3f x) {
V3f result = { -x.x, -x.y, -x.z };
return result;
}
V3f V3f_Scale(V3f x, F32 s) {
V3f result = { s * x.x, s * x.y, s * x.z };
return result;
}
F32 V3f_Dot(V3f a, V3f b) {
F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
return result;
}
F32 V4f_Dot(V4f a, V4f b) {
F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z) + (a.w * b.w);
return result;
}
Mat4x4F M4x4F_Rows(V3f x, V3f y, V3f z) {
Mat4x4F result = {
x.x, x.y, x.z, 0,
y.x, y.y, y.z, 0,
z.x, z.y, z.z, 0,
0, 0, 0, 1
};
return result;
}
Mat4x4F M4x4F_Columns(V3f x, V3f y, V3f z) {
Mat4x4F result = {
x.x, y.x, z.x, 0,
x.y, y.y, z.y, 0,
x.z, y.z, z.z, 0,
0, 0, 0, 1
};
return result;
}
Mat4x4F M4x4F_Mul(Mat4x4F a, Mat4x4F b) {
Mat4x4F result;
for (U32 r = 0; r < 4; ++r) {
for (U32 c = 0; c < 4; ++c) {
result.m[r][c] =
(a.m[r][0] * b.m[0][c]) + (a.m[r][1] * b.m[1][c]) +
(a.m[r][2] * b.m[2][c]) + (a.m[r][3] * b.m[3][c]);
}
}
return result;
}
V4f M4x4F_VMul4(Mat4x4F m, V4f v) {
V4f result;
result.x = V4f_Dot(m.r[0], v);
result.y = V4f_Dot(m.r[1], v);
result.z = V4f_Dot(m.r[2], v);
result.w = V4f_Dot(m.r[3], v);
return result;
}
V3f M4x4F_VMul3(Mat4x4F m, V3f v) {
V4f tx;
tx.xyz = v;
tx.w = 1.0f;
V3f result = M4x4F_VMul4(m, tx).xyz;
return result;
}
Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp) {
F32 focal_length = 1.0f / tanf(0.5f * (PI_F32 * (fov / 360.0f)));
F32 a = focal_length;
F32 b = focal_length * aspect;
F32 c = -(nearp + farp) / (farp - nearp);
F32 d = -(2.0f * nearp * farp) / (farp - nearp);
Mat4x4FInv result = {
// fwd
{
a, 0, 0, 0,
0, b, 0, 0,
0, 0, c, d,
0, 0, -1, 0
},
// inv
{
(1 / a), 0, 0, 0,
0, (1 / b), 0, 0,
0, 0, 0, -1,
0, 0, (1/ d), (c / d)
}
};
return result;
}
Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
Mat4x4FInv result;
// Construct orthonomal basis from axes
//
result.fwd = M4x4F_Rows(x, y, z);
V3f txp = V3f_Neg(M4x4F_VMul3(result.fwd, p));
// Translate by txp
//
result.fwd.r[0].w += txp.x;
result.fwd.r[1].w += txp.y;
result.fwd.r[2].w += txp.z;
// Calculate inverse axes
//
V3f ix = V3f_Scale(x, 1.0f / V3f_Dot(x, x));
V3f iy = V3f_Scale(y, 1.0f / V3f_Dot(y, y));
V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, y));
// Calculate inverse position
//
V3f ip;
ip.x = (txp.x * ix.x) + (txp.y * iy.x) + (txp.z * iz.x);
ip.y = (txp.x * ix.y) + (txp.y * iy.y) + (txp.z * iz.y);
ip.z = (txp.x * ix.z) + (txp.y * iy.z) + (txp.z * iz.z);
result.inv = M4x4F_Columns(ix, iy, iz);
// Translate by ip
//
result.inv.r[0].w -= ip.x;
result.inv.r[1].w -= ip.y;
result.inv.r[2].w -= ip.z;
return result;
}

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@@ -4,6 +4,7 @@
#include <assert.h>
#define Assert(exp) assert(exp)
#define StaticAssert(exp) static_assert(exp, #exp)
#define ArraySize(x) (sizeof(x) / sizeof((x)[0]))
#define Min(a, b) ((a) < (b) ? (a) : (b))

117
code/core/math.h Normal file
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@@ -0,0 +1,117 @@
#if !defined(LD_CORE_MATH_H_)
#define LD_CORE_MATH_H_
#define PI_F32 (3.14159265358979323846264338f)
#define TAU_F32 (2.0f * PI_F32)
typedef union V2f V2f;
union V2f {
struct {
F32 x, y;
};
struct {
F32 u, v;
};
struct {
F32 w, h;
};
F32 e[2];
};
typedef union V2i V2i;
union V2i {
struct {
U32 x, y;
};
struct {
U32 w, h;
};
U32 e[2];
};
typedef union V3f V3f;
union V3f {
struct {
F32 x, y, z;
};
struct {
F32 r, g, b;
};
struct {
F32 w, h, d;
};
struct {
V2f xy;
F32 _z;
};
F32 e[3];
};
typedef union V4f V4f;
union V4f {
struct {
F32 x, y, z, w;
};
struct {
F32 r, g, b, a;
};
struct {
V3f xyz;
F32 _w;
};
F32 e[4];
};
typedef union Mat4x4F Mat4x4F;
union Mat4x4F {
F32 m[4][4];
F32 e[16];
V4f r[4];
};
typedef struct Mat4x4FInv Mat4x4FInv;
struct Mat4x4FInv {
Mat4x4F fwd;
Mat4x4F inv;
};
typedef struct R2f R2f;
struct R2f {
V2f min;
V2f max;
};
function V2f V2F(F32 x, F32 y);
function V3f V3F(F32 x, F32 y, F32 z);
function V4f V4F(F32 x, F32 y, F32 z, F32 w);
function R2f R2F(V2f min, V2f max);
function V3f V3f_Neg(V3f x);
function V3f V3f_Scale(V3f x, F32 s);
function F32 V3f_Dot(V3f a, V3f b);
function F32 V4f_Dot(V4f a, V4f b);
function Mat4x4F M4x4F_Rows(V3f x, V3f y, V3f z);
function Mat4x4F M4x4F_Columns(V3f x, V3f y, V3f z);
function V4f M4x4F_VMul4(Mat4x4F m, V4f v);
function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
#endif // LD_CORE_MATH_H_

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@@ -29,18 +29,6 @@ struct Str8 {
U8 *data;
};
typedef struct V2f V2f;
struct V2f {
F32 x;
F32 y;
};
typedef struct V2i V2i;
struct V2i {
U32 x;
U32 y;
};
#define U8_MAX ((U8) -1)
#define U16_MAX ((U16) -1)
#define U32_MAX ((U32) -1)

132
code/draw/core.c Normal file
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@@ -0,0 +1,132 @@
void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects) {
Vk_Buffer *rbo = &frame->rbo;
draw->rbo = rbo;
draw->n_rects = 0;
draw->max_rects = max_rects;
draw->rects = rbo->data;
}
void D_End(D_Context *draw, Vk_Frame *frame) {
VkCommandBuffer cmd = frame->cmd;
Vk_Pipeline *basic = &draw->pipelines[0];
// We can probably stop doing this at some point
VkDescriptorSet set;
VkDescriptorSetAllocateInfo alloc_info = { 0 };
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info.descriptorPool = frame->descriptors;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &basic->layout.set;
vk.AllocateDescriptorSets(vk.device, &alloc_info, &set);
// 'update' the descriptor sets for binding
M_TempScope(0, 0) {
VkWriteDescriptorSet writes[2] = { 0 };
VkDescriptorBufferInfo rbo_info = { 0 };
rbo_info.buffer = draw->rbo->handle;
rbo_info.offset = 0;
rbo_info.range = VK_WHOLE_SIZE;
VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = draw->n_images);
for (U32 it = 0; it < draw->n_images; ++it) {
image_info[it].imageView = draw->images[it].image.view;
image_info[it].sampler = vk.sampler;
image_info[it].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[0].dstSet = set;
writes[0].dstBinding = 0;
writes[0].descriptorCount = 1;
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writes[0].pBufferInfo = &rbo_info;
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[1].dstSet = set;
writes[1].dstBinding = 1;
writes[1].descriptorCount = draw->n_images;
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[1].pImageInfo = image_info;
vk.UpdateDescriptorSets(vk.device, ArraySize(writes), writes, 0, 0);
}
vk.CmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->handle);
vk.CmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->layout.pipeline, 0, 1, &set, 0, 0);
vk.CmdPushConstants(cmd, basic->layout.pipeline, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(Mat4x4F), &draw->camera->proj.fwd);
VkViewport viewport = { 0, 0, (F32) draw->window_width, (F32) draw->window_height, 0.0f, 1.0f };
VkRect2D scissor = { 0, 0, draw->window_width, draw->window_height };
vk.CmdSetViewport(cmd, 0, 1, &viewport);
vk.CmdSetScissor(cmd, 0, 1, &scissor);
vk.CmdDraw(cmd, 6, draw->n_rects, 0, 0);
}
internal U32 V4f_UnormColour(V4f c) {
// @Todo: SRGB handling
U32 result =
((U8) (255.0f * c.a)) << 24 |
((U8) (255.0f * c.r)) << 16 |
((U8) (255.0f * c.g)) << 8 |
((U8) (255.0f * c.b)) << 0;
return result;
}
void _D_Rect(D_Context *draw, D_RectOpts *opts) {
if (draw->n_rects < draw->max_rects) {
D_Rect *rect = &draw->rects[draw->n_rects];
rect->texture = opts->texture;
rect->x = opts->p.x;
rect->y = opts->p.y;
rect->uv[0] = opts->uv.min.x;
rect->uv[1] = opts->uv.min.y;
rect->uv[2] = opts->uv.max.x;
rect->uv[3] = opts->uv.max.y;
rect->angle = opts->angle;
if (opts->flags & D_RECT_PER_VERTEX_COLOUR) {
rect->c[0] = V4f_UnormColour(opts->vtxc[0]);
rect->c[1] = V4f_UnormColour(opts->vtxc[1]);
rect->c[2] = V4f_UnormColour(opts->vtxc[2]);
rect->c[3] = V4f_UnormColour(opts->vtxc[3]);
}
else {
U32 unorm = V4f_UnormColour(opts->c);
rect->c[0] = unorm;
rect->c[1] = unorm;
rect->c[2] = unorm;
rect->c[3] = unorm;
}
if (opts->flags & D_RECT_IGNORE_ASPECT) {
rect->w = opts->w;
rect->h = opts->h;
}
else {
Vk_Image *image = &draw->images[opts->texture].image;
if (image->width > image->height) {
rect->w = opts->scale * ((F32) image->width / (F32) image->height);
rect->h = opts->scale;
}
else {
rect->w = opts->scale;
rect->h = opts->scale * ((F32) image->height / (F32) image->width);
}
}
draw->n_rects += 1;
}
}

85
code/draw/core.h Normal file
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@@ -0,0 +1,85 @@
#if !defined(LD_DRAW_CORE_H_)
#define LD_DRAW_CORE_H_
#define D_MAX_RECTS 1024
typedef struct D_Image D_Image;
struct D_Image {
Str8 name;
Vk_Image image;
};
typedef struct D_Rect D_Rect;
struct D_Rect {
U32 texture;
U32 c[4]; // per-vertex colours
F32 uv[4];
F32 angle;
F32 x, y;
F32 w, h;
U32 p0, p1;
};
StaticAssert(sizeof(D_Rect) == 64);
struct G_Camera;
typedef struct D_Context D_Context;
struct D_Context {
Vk_Buffer *rbo;
U32 n_pipelines;
Vk_Pipeline *pipelines;
U32 n_images;
D_Image *images;
U32 max_rects;
U32 n_rects;
D_Rect *rects;
U32 window_width;
U32 window_height;
struct G_Camera *camera;
};
typedef U32 D_RectFlags;
enum D_RectFlags {
D_RECT_IGNORE_ASPECT = (1 << 0), // by default only width is used as a "dimension"
D_RECT_PER_VERTEX_COLOUR = (1 << 1), // split colours per vertex
};
typedef struct D_RectOpts D_RectOpts;
struct D_RectOpts {
D_RectFlags flags;
U32 texture;
R2f uv;
V2f p;
F32 angle;
union {
F32 w, h;
F32 scale, _h;
V2f dim;
};
union {
V4f c;
V4f vtxc[4];
};
};
function void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects);
function void D_End(D_Context *draw, Vk_Frame *frame);
function void _D_Rect(D_Context *draw, D_RectOpts *opts);
#define D_Rect(draw, x, y, ...) _D_Rect(draw, &(D_RectOpts) { .p = V2F(x, y), .uv = R2F(V2F(0, 0), V2F(1, 1)), .scale = 1, .c = V4F(1, 1, 1, 1), ##__VA_ARGS__ })
#endif // LD_DRAW_CORE_H_

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@@ -11,6 +11,8 @@
#include "os/core.h"
#include "vulkan/core.h"
#include "draw/core.h"
#include "game/core.h"
#include "game/world.h"
@@ -37,7 +39,6 @@ int main(int argc, char **argv) {
Vk_Setup(window);
G_State *game = 0;
G_Image *img = 0;
{
M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
game = M_ArenaPush(arena, G_State);
@@ -47,33 +48,28 @@ int main(int argc, char **argv) {
G_ImagesLoad(game);
G_PipelinesLoad(game);
for (U32 it = 0; it < game->n_images; ++it) {
if (Str8_Equal(game->images[it].name, S("saloon_ext"), 0)) {
img = &game->images[it];
break;
}
}
G_Camera *camera = &game->camera;
if (!img) { img = &game->images[0]; }
camera->x = V3F(1, 0, 0);
camera->y = V3F(0, 1, 0);
camera->z = V3F(0, 0, 1);
camera->p = V3F(0, 0, 48);
Vk_Buffer *vbo = &game->vbo;
vbo->size = KB(4096);
vbo->usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
vbo->host_visible = true;
camera->fov = 60.0f;
Vk_BufferCreate(vbo);
camera->nearp = 0.01f;
camera->farp = 1000.0f;
G_Vertex *vertices = cast(G_Vertex *) vbo->data;
vertices[0] = (G_Vertex) { -0.25f, -0.25f, 1.0f, 1.0f, 0.0f, 0.0f, 0xFFFFFFFF, 0};
vertices[1] = (G_Vertex) { 0.25f, -0.25f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 0};
vertices[2] = (G_Vertex) { -0.25f, 0.25f, 1.0f, 1.0f, 0.0f, 1.0f, 0xFFFFFFFF, 0};
vertices[3] = (G_Vertex) { 0.25f, -0.25f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 0};
vertices[4] = (G_Vertex) { 0.25f, 0.25f, 1.0f, 1.0f, 1.0f, 1.0f, 0xFFFFFFFF, 0};
vertices[5] = (G_Vertex) { -0.25f, 0.25f, 1.0f, 1.0f, 0.0f, 1.0f, 0xFFFFFFFF, 0};
game->draw.camera = camera;
}
Vk_Buffer rbo = { 0 };
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
rbo.size = KB(4);
rbo.host_visible = true;
Vk_BufferCreate(&rbo);
bool running = true;
Player player;
player.pos.x = 0;
@@ -97,9 +93,12 @@ int main(int argc, char **argv) {
.currentNavNode = 0
}
},
.navMesh = TestNavMesh,
.navMesh = &TestNavMesh,
.npcPOI = {100}
};
printf("%zu size in bytes\n", sizeof(TestNavMesh));
while (running)
{
SDL_Event e;
@@ -111,11 +110,17 @@ int main(int argc, char **argv) {
running = false;
}
}
UpdateNPCs(1.0/60.0, &world);
updateNPCs(1.0f / 60.0f, &world);
int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h);
game->draw.window_width = w;
game->draw.window_height = h;
G_CalulateCamera(&game->camera, (F32) w / (F32) h);
Vk_Frame *frame = Vk_FrameBegin(window);
VkCommandBuffer cmd = frame->cmd;
@@ -126,78 +131,32 @@ int main(int argc, char **argv) {
clear_colour.color.float32[3] = 1.0f;
VkRenderingAttachmentInfo colour_attachment = {0};
colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
colour_attachment.imageView = vk.swapchain.views[frame->image];
colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
colour_attachment.imageView = vk.swapchain.views[frame->image];
colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colour_attachment.clearValue = clear_colour;
colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colour_attachment.clearValue = clear_colour;
VkRenderingInfo rendering_info = {0};
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
rendering_info.renderArea = (VkRect2D){0, 0, w, h};
rendering_info.layerCount = 1;
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
rendering_info.renderArea = (VkRect2D) { 0, 0, w, h };
rendering_info.layerCount = 1;
rendering_info.colorAttachmentCount = 1;
rendering_info.pColorAttachments = &colour_attachment;
rendering_info.pColorAttachments = &colour_attachment;
vk.CmdBeginRendering(cmd, &rendering_info);
Vk_Pipeline *basic = &game->pipelines[0];
D_Begin(&game->draw, frame, D_MAX_RECTS);
VkDescriptorSet set;
VkDescriptorSetAllocateInfo alloc_info = { 0 };
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info.descriptorPool = frame->descriptors;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &basic->layout.set;
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
vk.AllocateDescriptorSets(vk.device, &alloc_info, &set);
// 'update' the descriptor sets for binding
{
VkWriteDescriptorSet writes[2] = { 0 };
VkDescriptorBufferInfo vbo_info = { 0 };
vbo_info.buffer = game->vbo.handle;
vbo_info.offset = 0;
vbo_info.range = 256;
VkDescriptorImageInfo image_info = { 0 };
image_info.imageView = img->image.view;
image_info.sampler = vk.sampler;
image_info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[0].dstSet = set;
writes[0].dstBinding = 0;
writes[0].descriptorCount = 1;
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writes[0].pBufferInfo = &vbo_info;
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[1].dstSet = set;
writes[1].dstBinding = 1;
writes[1].descriptorCount = 1;
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[1].pImageInfo = &image_info;
vk.UpdateDescriptorSets(vk.device, ArraySize(writes), writes, 0, 0);
}
vk.CmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->handle);
vk.CmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->layout.pipeline, 0, 1, &set, 0, 0);
VkViewport viewport = { 0, 0, (F32) w, (F32) h, 0.0f, 1.0f };
VkRect2D scissor = { 0, 0, w, h };
vk.CmdSetViewport(cmd, 0, 1, &viewport);
vk.CmdSetScissor(cmd, 0, 1, &scissor);
vk.CmdDraw(cmd, 6, 1, 0, 0);
D_End(&game->draw, frame);
vk.CmdEndRendering(cmd);
Vk_FrameEnd();
}
@@ -210,4 +169,5 @@ int main(int argc, char **argv) {
#include "core/core.c"
#include "os/core.c"
#include "vulkan/core.c"
#include "draw/core.c"
#include "game/core.c"

View File

@@ -1,5 +1,9 @@
// @Todo: These should move to draw/core.c
//
void G_ImagesLoad(G_State *game) {
M_TempScope(0, 0) {
D_Context *draw = &game->draw;
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets", Sv(exe_path));
@@ -17,15 +21,99 @@ void G_ImagesLoad(G_State *game) {
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
// We reserve the first texture for the "white" texture
draw->n_images = 1;
for (FS_Entry *it = assets.first; it != 0; it = it->next) {
if (Str8_EndsWith(it->basename, S("png"))) {
game->n_images += 1;
draw->n_images += 1;
}
}
VkBufferImageCopy copy = { 0 };
game->images = M_ArenaPush(game->arena, G_Image, .count = game->n_images);
game->n_images = 0;
draw->images = M_ArenaPush(game->arena, D_Image, .count = draw->n_images);
draw->n_images = 1;
// Upload the white texture
{
D_Image *white = &draw->images[0];
U32 white_data[] = { 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF };
M_CopySize(base, white_data, sizeof(white_data));
copy.bufferOffset = offset;
copy.bufferRowLength = 0;
copy.bufferImageHeight = 0;
copy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copy.imageSubresource.mipLevel = 0;
copy.imageSubresource.baseArrayLayer = 0;
copy.imageSubresource.layerCount = 1;
copy.imageExtent.width = 2;
copy.imageExtent.height = 2;
copy.imageExtent.depth = 1;
base += sizeof(white_data);
offset += sizeof(white_data);
white->name = S("_WHITE");
white->image.width = 2;
white->image.height = 2;
white->image.format = VK_FORMAT_R8G8B8A8_SRGB;
white->image.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
Vk_ImageCreate(&white->image);
// We could combine all of these 'pre-transfer' and 'post-transfer' layers into one
// batch, it would simply mean doing three loops over the images and setting them all up
// and submitting them in one go. It doesn't really matter for now
//
VkImageMemoryBarrier2 transfer = { 0 };
VkImageMemoryBarrier2 shader_read = { 0 };
transfer.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
transfer.srcStageMask = VK_PIPELINE_STAGE_2_NONE;
transfer.srcAccessMask = VK_ACCESS_2_NONE;
transfer.dstStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
transfer.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
transfer.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
transfer.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
transfer.image = white->image.handle;
transfer.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
transfer.subresourceRange.layerCount = 1;
transfer.subresourceRange.levelCount = 1;
shader_read.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
shader_read.srcStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
shader_read.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
shader_read.dstStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
shader_read.dstAccessMask = VK_ACCESS_2_SHADER_SAMPLED_READ_BIT;
shader_read.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
shader_read.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
shader_read.image = white->image.handle;
shader_read.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
shader_read.subresourceRange.layerCount = 1;
shader_read.subresourceRange.levelCount = 1;
VkDependencyInfo dep = { 0 };
dep.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep.imageMemoryBarrierCount = 1;
dep.pImageMemoryBarriers = &transfer;
vk.CmdPipelineBarrier2(cmds->handle, &dep);
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
dep.pImageMemoryBarriers = &shader_read;
vk.CmdPipelineBarrier2(cmds->handle, &dep);
}
// Image upload is sbi_load -> copy to staging -> upload to gpu texture
@@ -35,7 +123,7 @@ void G_ImagesLoad(G_State *game) {
stbi_uc *data = stbi_load((const char *) it->path.data, &w, &h, &c, 4);
if (data) {
G_Image *image = &game->images[game->n_images];
D_Image *image = &draw->images[draw->n_images];
U64 image_sz = 4 * w * h;
@@ -59,7 +147,7 @@ void G_ImagesLoad(G_State *game) {
Assert(offset <= staging.size);
game->n_images += 1;
draw->n_images += 1;
image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.'));
@@ -126,9 +214,11 @@ void G_ImagesLoad(G_State *game) {
}
void G_PipelinesLoad(G_State *game) {
game->pipelines = M_ArenaPush(game->arena, Vk_Pipeline, .count = 1);
D_Context *draw = &game->draw;
Vk_Pipeline *basic = &game->pipelines[0];
draw->pipelines = M_ArenaPush(game->arena, Vk_Pipeline, .count = 1);
Vk_Pipeline *basic = &draw->pipelines[0];
VkShaderModule vshader = 0, fshader = 0;
M_TempScope(0, 0) {
@@ -161,20 +251,27 @@ void G_PipelinesLoad(G_State *game) {
bindings[1].binding = 1;
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[1].descriptorCount = 1;
bindings[1].descriptorCount = game->draw.n_images;
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutCreateInfo set_info = { 0 };
set_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
set_info.bindingCount = 2;
set_info.bindingCount = ArraySize(bindings);
set_info.pBindings = bindings;
vk.CreateDescriptorSetLayout(vk.device, &set_info, 0, &basic->layout.set);
VkPushConstantRange push_range = { 0 };
push_range.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
push_range.offset = 0;
push_range.size = 128;
VkPipelineLayoutCreateInfo layout_create = { 0 };
layout_create.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_create.setLayoutCount = 1;
layout_create.pSetLayouts = &basic->layout.set;
layout_create.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_create.setLayoutCount = 1;
layout_create.pSetLayouts = &basic->layout.set;
layout_create.pushConstantRangeCount = 1;
layout_create.pPushConstantRanges = &push_range;
vk.CreatePipelineLayout(vk.device, &layout_create, 0, &basic->layout.pipeline);
}
@@ -193,6 +290,14 @@ void G_PipelinesLoad(G_State *game) {
Vk_PipelineCreate(basic);
}
void G_CalulateCamera(G_Camera *camera, F32 aspect) {
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
camera->proj.fwd = M4x4F_Mul(proj.fwd, view.fwd);
camera->proj.inv = M4x4F_Mul(view.inv, proj.inv);
}
#include "impl/aabb.c"
#include "impl/nav.c"
#include "impl/player.c"

View File

@@ -1,36 +1,30 @@
#if !defined(LD_GAME_CORE_H_)
#define LD_GAME_CORE_H_
typedef struct G_Vertex G_Vertex;
struct G_Vertex {
F32 x, y, z, w;
F32 u, v;
U32 c;
U32 pad;
};
typedef struct G_Camera G_Camera;
struct G_Camera {
V3f x, y, z;
V3f p;
typedef struct G_Image G_Image;
struct G_Image {
Str8 name;
Vk_Image image;
F32 fov;
F32 nearp, farp;
Mat4x4FInv proj;
};
typedef struct G_State G_State;
struct G_State {
M_Arena *arena;
U32 n_images;
G_Image *images;
U32 n_pipelines;
Vk_Pipeline *pipelines;
Vk_Buffer vbo;
D_Context draw;
G_Camera camera;
};
function void G_ImagesLoad(G_State *game);
function void G_PipelinesLoad(G_State *game);
function void G_CalulateCamera(G_Camera *camera, F32 aspect);
#include "aabb.h"
#include "player.h"
#include "nav.h"

View File

@@ -21,11 +21,10 @@ struct navSearchState{
navSearchState initState(U32 start, U32 meshSize) {
navSearchState state = {};
for(U32 i = 0; i < meshSize; i++) {
state.nodeStates[i].visited = false;
state.nodeStates[i].visited = false;
state.nodeStates[i].addedToUnvisited = false;
// underflow to the max :)
state.nodeStates[i].distance = U64_MAX;
state.nodeStates[i].shortest = 0;
state.nodeStates[i].distance = U64_MAX;
state.nodeStates[i].shortest = 0;
}
state.nodeStates[start].distance = 0;
return state;
@@ -53,8 +52,8 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
}
// Generate a path to follow between the start and end node.
NavPath Nav_Path(NavMesh mesh, U32 start, U32 end) {
navSearchState state = initState(start, mesh.nodeCount);
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
navSearchState state = initState(start, mesh->nodeCount);
U32 unfinishedCount = 1;
U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
// I don't want to spend time removing items from
@@ -65,19 +64,19 @@ NavPath Nav_Path(NavMesh mesh, U32 start, U32 end) {
U32 lowestNodeIndex = start;
bool found = false;
while(!found) {
for(int connectionI = 0 ; connectionI < mesh.nodes[lowestNodeIndex].connectionCount; connectionI++) {
NavConnection connection = mesh.nodes[lowestNodeIndex].connections[connectionI];
navSearchNodeState *testNode = &state.nodeStates[connection.NodeIndex];
for(int connectionI = 0 ; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) {
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
if(testNode->visited) {continue;}
U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection.Cost);
distance += cast(U32) (mesh.nodes[end].pos.x - mesh.nodes[connection.NodeIndex].pos.x);
distance += cast(U32) (mesh.nodes[end].pos.y - mesh.nodes[connection.NodeIndex].pos.y);
U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
distance += cast(U32) (mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
distance += cast(U32) (mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
if(testNode->distance > distance) {
testNode->distance = distance;
testNode->shortest = lowestNodeIndex;
}
if(!testNode->addedToUnvisited) {
unfinishedIndexes[unfinishedCount] = connection.NodeIndex;
unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
unfinishedCount++;
testNode->addedToUnvisited = true;
}

View File

@@ -1,6 +1,7 @@
#include "../npc.h"
#include "../world.h"
#include "../../core/types.h"
#include "game/npc.h"
#include "game/world.h"
#include "core/types.h"
#include <stdio.h>
void updateNPC(F32 delta, NPC *npc, World *world) {
@@ -15,7 +16,7 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
printf("done\n");
npc->walkTimer = 0;
printf("%*.s started walking to %d\n", Sv(npc->name), npc->targetNavNode);
printf("%.*s started walking to %d\n", Sv(npc->name), npc->targetNavNode);
}
break;
case NPC_ACTION_WALKING:
@@ -33,17 +34,17 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
npc->pathIndex+=1;
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
}
NavNode cNav = world->navMesh.nodes[npc->currentNavNode];
NavNode tNav = world->navMesh.nodes[npc->pathIndex];
NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
NavNode tNav = world->navMesh->nodes[npc->pathIndex];
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
break;
}
}
void UpdateNPCs(F32 delta, World *world) {
for(int i = 0; i < world->npcCount; i++) {
void updateNPCs(F32 delta, World *world) {
for(U32 i = 0; i < world->npcCount; i++) {
updateNPC(delta, &world->npcs[i], world);
}
}
}

View File

@@ -34,7 +34,6 @@ struct NavMesh{
NavNode nodes[NAV_MAX_NODES];
};
function NavPath Nav_Path(NavMesh mesh, U32 start, U32 end);
function NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end);
#endif

View File

@@ -4,7 +4,7 @@
#include "nav.h"
#include "../core/types.h"
#define NPC_SPEED 0.2
#define NPC_SPEED 0.2f
typedef enum NPC_ACTION NPC_ACTION;
enum NPC_ACTION {

File diff suppressed because it is too large Load Diff

View File

@@ -1,24 +1,28 @@
#if !defined(LD_GAME_WORLD_H_)
#define LD_GAME_WORLD_H_
#include "player.h"
#include "npc.h"
// Areas are which
enum AREA {
WORLD_AREA_OUTSIDE = 1,
WORLD_AREA_SALOON = 1 << 1,
// Areas are which
typedef U32 World_Area;
enum World_Area {
WORLD_AREA_OUTSIDE = (1 << 0),
WORLD_AREA_SALOON = (1 << 1),
};
typedef struct World World;
struct World {
U32 npcCount;
NPC npcs[128];
NavMesh navMesh;
NavMesh *navMesh;
// NPC points of interest, places to walk to.
U32 npcPOI[256];
};
function void updateWorld(F32 delta, World *world);
function void UpdateNPCs(F32 delta, World *world);
function void updateNPCs(F32 delta, World *world);
#endif // LD_GAME_WORLD_H_

View File

@@ -180,6 +180,7 @@ bool Vk_Setup(SDL_Window *window) {
features12.storageBuffer8BitAccess = VK_TRUE;
features12.uniformAndStorageBuffer8BitAccess = VK_TRUE;
features12.descriptorIndexing = VK_TRUE;
features12.runtimeDescriptorArray = VK_TRUE;
// @Todo: we will probably need to enable some of the 'nonuniform' indexing features
@@ -371,6 +372,16 @@ bool Vk_Setup(SDL_Window *window) {
vk.CreateDescriptorPool(vk.device, &descriptor_pool, 0, &frame->descriptors);
// rect buffer
//
Vk_Buffer *rbo = &frame->rbo;
rbo->usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
rbo->size = D_MAX_RECTS * sizeof(D_Rect);
rbo->host_visible = true;
Vk_BufferCreate(rbo);
VkSemaphoreCreateInfo semaphore = { 0 };
semaphore.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
@@ -546,7 +557,7 @@ internal VkDeviceMemory Vk_Allocate(VkMemoryRequirements *mreq, VkMemoryProperty
}
}
if (type_index != -1) {
if (type_index != U32_MAX) {
VkMemoryAllocateInfo alloc_info = { 0 };
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
alloc_info.allocationSize = mreq->size;
@@ -555,6 +566,7 @@ internal VkDeviceMemory Vk_Allocate(VkMemoryRequirements *mreq, VkMemoryProperty
vk.AllocateMemory(vk.device, &alloc_info, 0, &result);
}
Assert(result != VK_NULL_HANDLE);
return result;
}
@@ -565,6 +577,7 @@ void Vk_BufferCreate(Vk_Buffer *buffer) {
create_info.size = buffer->size;
vk.CreateBuffer(vk.device, &create_info, 0, &buffer->handle);
Assert(buffer->handle != VK_NULL_HANDLE);
VkMemoryRequirements req;
vk.GetBufferMemoryRequirements(vk.device, buffer->handle, &req);
@@ -579,6 +592,7 @@ void Vk_BufferCreate(Vk_Buffer *buffer) {
if (buffer->host_visible) {
vk.MapMemory(vk.device, buffer->memory, 0, buffer->size, 0, &buffer->data);
}
}
void Vk_ImageCreate(Vk_Image *image) {

View File

@@ -96,6 +96,8 @@ struct Vk_Frame {
U32 next_scratch;
Vk_CommandBuffer scratch[VK_NUM_SCRATCH];
Vk_Buffer rbo;
U32 image; // swapchain image index
};

View File

@@ -62,7 +62,10 @@
VK_FUNC(CmdDraw);
VK_FUNC(CmdSetViewport);
VK_FUNC(CmdSetScissor);
VK_FUNC(CmdDrawIndexed);
VK_FUNC(CmdBindIndexBuffer);
VK_FUNC(CmdPushConstants);
VK_FUNC(CmdCopyBufferToImage);
VK_FUNC(CmdPipelineBarrier2);
VK_FUNC(CmdBeginRendering);

View File

@@ -1,12 +1,15 @@
#version 460 core
#extension GL_EXT_nonuniform_qualifier : enable
layout(location = 0) in vec2 frag_uv;
layout(location = 1) in vec4 frag_c;
layout(location = 2) in flat uint texid;
layout(location = 0) out vec4 framebuffer;
layout(binding = 1) uniform sampler2D u_image;
layout(binding = 1) uniform sampler2D u_images[];
void main() {
framebuffer = frag_c * texture(u_image, frag_uv);
framebuffer = frag_c * texture(u_images[texid], frag_uv);
}

View File

@@ -2,6 +2,28 @@
#extension GL_EXT_scalar_block_layout : enable
uint indices[6] = { 0, 1, 3, 0, 3, 2 };
vec2 verticies[4] = vec2[](
vec2(-0.5, -0.5),
vec2( 0.5, -0.5),
vec2(-0.5, 0.5),
vec2( 0.5, 0.5)
);
struct G_Rect {
uint id;
uint c[4];
float uv[4];
float angle;
float x, y;
float w, h;
float _pad0, _pad1;
};
struct Vertex {
vec4 p;
vec2 uv;
@@ -9,20 +31,34 @@ struct Vertex {
uint pad;
};
layout(push_constant, row_major)
uniform Global {
mat4 proj;
};
layout(binding = 0, scalar)
readonly buffer Vertices {
Vertex vtx[];
readonly buffer Rect {
G_Rect rects[];
};
layout(location = 0) out vec2 frag_uv;
layout(location = 1) out vec4 frag_c;
layout(location = 2) out flat uint texid;
vec4 unorm_colour(uint c) {
vec4 result = vec4((c >> 0) & 0xFF, (c >> 8) & 0xFF, (c >> 16) & 0xFF, (c >> 24) & 0xFF) / 255.0f;
return result;
}
void main() {
Vertex v = vtx[gl_VertexIndex];
G_Rect rect = rects[gl_InstanceIndex];
uint idx = indices[gl_VertexIndex];
gl_Position = v.p;
vec2 p = (verticies[idx] * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
frag_uv = v.uv;
frag_c = vec4((v.c >> 24) & 0xFF, (v.c >> 16) & 0xFF, (v.c >> 8) & 0xFF, (v.c >> 0) & 0xFF) / 255.0f;
frag_c = frag_c.abgr;
gl_Position = proj * vec4(p, 1.0f, 1.0f);
frag_uv = vec2(rect.uv[(idx & 1) << 1], rect.uv[1 + (uint(idx / 2) << 1)]);
frag_c = unorm_colour(rect.c[idx]);
texid = rect.id;
}